Sephiroth
[M]agna_[C]arta
Warlock (Wl):
-A Dedicated Person who hungers for Peace, Epiphany of All.
Using Seals to Protect and to Save the People.
Story/Background:
Coming Soon^^...
Skill and Boss Color:
-Blue or Blue Lightning
Emblem:
-Blue/Lightning Mantra
Followed God/ess/s:
-Dwayna, Lyssa and Balthazar
Racial Availability:
-Human, Norn and Asura
Health and Energy:
-Maximum Health 480.
-Maximum Energy 30.
-4 pipes of energy.
Armour:
Headgear
-Amulets (Check Silkroad's glowing floating thingy armor)
-Starter Armor: AL 10
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60
Insignia:
Bearer's
-Bonus Armor +5 (While your Barrier is on)
Armor +5 (While your Rift is on)
Armor +5 (While your Gate is on)
Armor +5 (While your Portal is on)
Soul Linker's
-Bonus Armor +5 (While 1 or more allies are Soul Linked)
Armor +5 (While 2 or more allies are Soul Linked)
Armor +5 (While 3 or more allies are Soul Linked)
Weapon:
-The Skin of the Sealer's Weapon looks like a Mixture of Technology and Magic and it has Gemstones and etc in it.
Staff
Lightning/Chaos Damage 11-22 (req.9 Gate/Seal/Mana Magic)
Energy +10
Two-Handed
Wand/Focus
" Damage 11-22 ( " )
Energy +12
One/Off Handed
Preimse:
-The Warlock are the Oracles of Fate. They Conjure Barriers to Protect Allies, They Conjure Rifts to Aid allies with the Help of the Rift, They Conjure Portals to Increase Mobility, They Conjure Gates to both Link the Spiritual Plane and the Physical Plane. They can Conjure Seals to Seal and Dismiss Numerous Objects. The Warlock can call forth Spirit to Increase Allies Attributes. The Warlock can Regain back Allies Energy. The Warlock are thought with Great Skills to be a Multi-Purpose Caster.
Attribute:
Soul Linking(Primary)
-For each rank of Soul Linking, Your Energy Regeneration Speed increases by 3.3% faster, Specializes in Strengthening you and your allies.
Gate Magic
-Specializes in Teleporting, Creating Portals or Entering Worlds.
Seal Magic
-Specializes in Protecting, Conjuring Barriers, Disabling Skills and Banishing Portals, Gates and Rifts.
Mana Magic
-Specializes in Restoring your Allies' Energy and Energy Management.
Skill Listing:
Soul Linking(Primary)
Amplify Pyro/Hydro/Aero/Geomancer's Spirit
-Soul Link, 10e|1p|2c|45r : For 5-17 seconds, Target Ally's Fire/Water/Air/Earth Magic Attributes are increased by 1-2 ranks(This skill contains 4 skills, Follow corresponding elements). But you lose 2 Ranks of Attributes of Soul Linking.
Amplify Healer's/Protector's/Smiter's Spirit
-Soul Link, 10e|1p|2c|45r : For 5-17 seconds, Target Ally's Healing/Protection/Smithing Prayer Attributes are increased by 1-2 ranks(This skill contains 3 skills, Follow corresponding Prayer). But you lose 2 Attributes of Soul Linking.
Gate Magic
Spirit Gate[Elite]
-Gate Rune, 15e|-1p|5c|30r : Create "Spirit Gate Rune", When rune dropped, For 8-17 seconds, Drop selected area will open a Lvl(10-19)"Spirit Gate'. Creatures enter the Gate will enter the Spirit Plain.
Warp Portal
-Portal Rune, 15e|-1p|5c|5r : Create "Warp Portal Rune", When rune dropped, While Maintaining, Drop selected area will open a Lvl.(10-21)"Warp Portal". Creatures enter that Portal will be teleported to random nearest "Warp Portal".
Divine Rift
-Rift Rune, 10e|-1p|5c|8r : Create "Divine Rift Rune", When rune dropped, While Maintaining, Drop selected area will open a Lvl.(5-15)"Divine Rift". Creatures Adjacent to the Rift deals +7-17 when dealing Dark, Shadow or Holy Damage.
Seal Magic
Barrier Wall[Elite]
-Barrier Rune, 15e|-1p|2c|15r : Create a "Barrier Wall Rune", When rune dropped, You summon a Lvl.(12-24)"Barrier Wall". All melee and projectile attacks beyond the Barrier are Obstructed and no one can go through it but Teleportation could work, While Barrier Wall is Alive.
Blood Fort Seal
-Spell, 10e|5c|25r : For 15-30 seconds, Whenever a Foe enters Target Allied Portal, The Portal Steals 50-75 Health from Affected Foe.
Dismiss
-Spell, 15e|5c|45r : Destroy Target Barrier, Gate, Portal or Rift, 50% chance of success. 25% Chane of Success 4 ranks or Below.
Mana Magic
Magical Epiphany[Elite]
-Enchantment Spell, 15e|2c|5r : For 30-60 seconds, When target ally dies, Allies adjacent to dead ally gains +7-12 energy.
Seal of the Ether
-Spell, 15e|1c|15r : For 5 seconds, You lose all energy and Target Other Ally, Gains +1-7 Energy Pipes.
Renewing Mana
-Spell, 10e|3c|30r : Target Ally loses 50% of his energy. But gains +9-17 energy.
Functions:
-Soul Link is for Strengthening You and Your Allies.
-Gate Magic is your Buff and Support.
-Seal Magic Is your main Defense.
-Mana Magic Is your second Defense.
Soul Link System
-This is a new System which amplifies allies fighting abilities. While target ally maintains this The Sealer suffers lost of 1 energy pipe.
I. Rune System
-The Rune System has Three types of Runes naming Gate, Portal and Rift Rune. Runes opens Gates, Portals and Rifts.
II. Gate Runes
-Gate Runes are runes when dropped this will open Worlds their are at least 2 worlds Physical Plane and Spirit Plane. When opened Adjacent Creatures to it moves 25% Slower. Also when after a Gate Rune expire you return back to the Physical Plane.
III. Physical Plain
-This plane is the Normal Plain in this Plane you can Attack using Martial Weapons and take average damage.
III. Spiritual Plain
-In the Spiritual Plain you're Character dies and you change to a Spirit. Also while in this Plane you move 50% slower.
IV. Spirit Form
-While in Spirit Form you gain 60% DP. Also you are immune to Physical and Elemental Damage but take double to Holy, Dark, Chaos and etc, Damage. Ones you die as a Spirit Form you enter back to you're dead body. And can't use Martial Weapons unless it is enchanted by Weapon Spells. In this Form you are treated as a Spirit.
II. Portal Runes
-Portal Runes are Runes, which opens Portals which helps you teleport to places or teleport back projectiles to enemies. When opened Adjacent Creatures to it moves 25% Slower.
II. Rift Runes
-Rift Runes are Runes, Which opens Rifts. Rifts are things which increases your damaging capabilities. When opened Adjacent Creatures to it moves 25% Slower. This only affects Holy, Dark, Chaos and etc Damage also Ritualists' Channeling Magic.
Barrier System
-This is a New system which creates obstructs which changes the terrain of the field and protecting allies from projectiles or so.
Seal Spell System
-This an improved system which disable target foes from enabling and accessing from skills also closing Rifts, Portals and Gates.
Rejuvenating Seal System
-This is a Seal which helps allies by increasing their energy or energy management.
Strengths:
-You are able to Create Barriers to Protect you and your allies.
-You are able to Strengthen you and your Allies.
-You are able to summon Rifts, Gates and Portals.
-You can Disable enemy skills.
Weaknesses:
-Weak Defenses.
-Easily Killed.
Pictures:
__________________________________________________ __________________________________________________ ________________________________________
Inspired by the Gun Mage DressSphere^^.
More CCs of mine^^.
CC Case
-A Dedicated Person who hungers for Peace, Epiphany of All.
Using Seals to Protect and to Save the People.
Story/Background:
Coming Soon^^...
Skill and Boss Color:
-Blue or Blue Lightning
Emblem:
-Blue/Lightning Mantra
Followed God/ess/s:
-Dwayna, Lyssa and Balthazar
Racial Availability:
-Human, Norn and Asura
Health and Energy:
-Maximum Health 480.
-Maximum Energy 30.
-4 pipes of energy.
Armour:
Headgear
-Amulets (Check Silkroad's glowing floating thingy armor)
-Starter Armor: AL 10
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60
Insignia:
Bearer's
-Bonus Armor +5 (While your Barrier is on)
Armor +5 (While your Rift is on)
Armor +5 (While your Gate is on)
Armor +5 (While your Portal is on)
Soul Linker's
-Bonus Armor +5 (While 1 or more allies are Soul Linked)
Armor +5 (While 2 or more allies are Soul Linked)
Armor +5 (While 3 or more allies are Soul Linked)
Weapon:
-The Skin of the Sealer's Weapon looks like a Mixture of Technology and Magic and it has Gemstones and etc in it.
Staff
Lightning/Chaos Damage 11-22 (req.9 Gate/Seal/Mana Magic)
Energy +10
Two-Handed
Wand/Focus
" Damage 11-22 ( " )
Energy +12
One/Off Handed
Preimse:
-The Warlock are the Oracles of Fate. They Conjure Barriers to Protect Allies, They Conjure Rifts to Aid allies with the Help of the Rift, They Conjure Portals to Increase Mobility, They Conjure Gates to both Link the Spiritual Plane and the Physical Plane. They can Conjure Seals to Seal and Dismiss Numerous Objects. The Warlock can call forth Spirit to Increase Allies Attributes. The Warlock can Regain back Allies Energy. The Warlock are thought with Great Skills to be a Multi-Purpose Caster.
Attribute:
Soul Linking(Primary)
-For each rank of Soul Linking, Your Energy Regeneration Speed increases by 3.3% faster, Specializes in Strengthening you and your allies.
Gate Magic
-Specializes in Teleporting, Creating Portals or Entering Worlds.
Seal Magic
-Specializes in Protecting, Conjuring Barriers, Disabling Skills and Banishing Portals, Gates and Rifts.
Mana Magic
-Specializes in Restoring your Allies' Energy and Energy Management.
Skill Listing:
Soul Linking(Primary)
Amplify Pyro/Hydro/Aero/Geomancer's Spirit
-Soul Link, 10e|1p|2c|45r : For 5-17 seconds, Target Ally's Fire/Water/Air/Earth Magic Attributes are increased by 1-2 ranks(This skill contains 4 skills, Follow corresponding elements). But you lose 2 Ranks of Attributes of Soul Linking.
Amplify Healer's/Protector's/Smiter's Spirit
-Soul Link, 10e|1p|2c|45r : For 5-17 seconds, Target Ally's Healing/Protection/Smithing Prayer Attributes are increased by 1-2 ranks(This skill contains 3 skills, Follow corresponding Prayer). But you lose 2 Attributes of Soul Linking.
Gate Magic
Spirit Gate[Elite]
-Gate Rune, 15e|-1p|5c|30r : Create "Spirit Gate Rune", When rune dropped, For 8-17 seconds, Drop selected area will open a Lvl(10-19)"Spirit Gate'. Creatures enter the Gate will enter the Spirit Plain.
Warp Portal
-Portal Rune, 15e|-1p|5c|5r : Create "Warp Portal Rune", When rune dropped, While Maintaining, Drop selected area will open a Lvl.(10-21)"Warp Portal". Creatures enter that Portal will be teleported to random nearest "Warp Portal".
Divine Rift
-Rift Rune, 10e|-1p|5c|8r : Create "Divine Rift Rune", When rune dropped, While Maintaining, Drop selected area will open a Lvl.(5-15)"Divine Rift". Creatures Adjacent to the Rift deals +7-17 when dealing Dark, Shadow or Holy Damage.
Seal Magic
Barrier Wall[Elite]
-Barrier Rune, 15e|-1p|2c|15r : Create a "Barrier Wall Rune", When rune dropped, You summon a Lvl.(12-24)"Barrier Wall". All melee and projectile attacks beyond the Barrier are Obstructed and no one can go through it but Teleportation could work, While Barrier Wall is Alive.
Blood Fort Seal
-Spell, 10e|5c|25r : For 15-30 seconds, Whenever a Foe enters Target Allied Portal, The Portal Steals 50-75 Health from Affected Foe.
Dismiss
-Spell, 15e|5c|45r : Destroy Target Barrier, Gate, Portal or Rift, 50% chance of success. 25% Chane of Success 4 ranks or Below.
Mana Magic
Magical Epiphany[Elite]
-Enchantment Spell, 15e|2c|5r : For 30-60 seconds, When target ally dies, Allies adjacent to dead ally gains +7-12 energy.
Seal of the Ether
-Spell, 15e|1c|15r : For 5 seconds, You lose all energy and Target Other Ally, Gains +1-7 Energy Pipes.
Renewing Mana
-Spell, 10e|3c|30r : Target Ally loses 50% of his energy. But gains +9-17 energy.
Functions:
-Soul Link is for Strengthening You and Your Allies.
-Gate Magic is your Buff and Support.
-Seal Magic Is your main Defense.
-Mana Magic Is your second Defense.
Soul Link System
-This is a new System which amplifies allies fighting abilities. While target ally maintains this The Sealer suffers lost of 1 energy pipe.
I. Rune System
-The Rune System has Three types of Runes naming Gate, Portal and Rift Rune. Runes opens Gates, Portals and Rifts.
II. Gate Runes
-Gate Runes are runes when dropped this will open Worlds their are at least 2 worlds Physical Plane and Spirit Plane. When opened Adjacent Creatures to it moves 25% Slower. Also when after a Gate Rune expire you return back to the Physical Plane.
III. Physical Plain
-This plane is the Normal Plain in this Plane you can Attack using Martial Weapons and take average damage.
III. Spiritual Plain
-In the Spiritual Plain you're Character dies and you change to a Spirit. Also while in this Plane you move 50% slower.
IV. Spirit Form
-While in Spirit Form you gain 60% DP. Also you are immune to Physical and Elemental Damage but take double to Holy, Dark, Chaos and etc, Damage. Ones you die as a Spirit Form you enter back to you're dead body. And can't use Martial Weapons unless it is enchanted by Weapon Spells. In this Form you are treated as a Spirit.
II. Portal Runes
-Portal Runes are Runes, which opens Portals which helps you teleport to places or teleport back projectiles to enemies. When opened Adjacent Creatures to it moves 25% Slower.
II. Rift Runes
-Rift Runes are Runes, Which opens Rifts. Rifts are things which increases your damaging capabilities. When opened Adjacent Creatures to it moves 25% Slower. This only affects Holy, Dark, Chaos and etc Damage also Ritualists' Channeling Magic.
Barrier System
-This is a New system which creates obstructs which changes the terrain of the field and protecting allies from projectiles or so.
Seal Spell System
-This an improved system which disable target foes from enabling and accessing from skills also closing Rifts, Portals and Gates.
Rejuvenating Seal System
-This is a Seal which helps allies by increasing their energy or energy management.
Strengths:
-You are able to Create Barriers to Protect you and your allies.
-You are able to Strengthen you and your Allies.
-You are able to summon Rifts, Gates and Portals.
-You can Disable enemy skills.
Weaknesses:
-Weak Defenses.
-Easily Killed.
Pictures:
__________________________________________________ __________________________________________________ ________________________________________
Inspired by the Gun Mage DressSphere^^.
More CCs of mine^^.
CC Case
[M]agna_[C]arta
People please add some comments.
Brandon1107
guns...not in GW. think...more midevil
[M]agna_[C]arta
And thats why I added Crossbows^^!
Brandon1107
ok fine, take Gunsminship out and make Crossbow Mastery, but then make the weapon speed ant damage ammount different from regular bows.
[M]agna_[C]arta
I was thinking of a Gun like Revolver not a 9mm if thats what you think = P.
Darkhell153
this class is pretty good as far as sealing masters go but think we have enough goody two shoes classes in Gw, we hardly need another one after monk, dervish, ritualist, and all the neutral classes in between.
[M]agna_[C]arta
So you'r saying no more next professions?
to DarkHell and Brandon Please Vote for the 4th Attb. ^^!
to DarkHell and Brandon Please Vote for the 4th Attb. ^^!
[M]agna_[C]arta
Wow, thats last post turned me to Frost-Gate Guardian^^.
Darkhell153
I'm not saying no more next proffessions I'm saying get some freakin bad @$$ proffs in the game already
P.s: good job on getting Frost Gate Guardian.
P.s: good job on getting Frost Gate Guardian.
[M]agna_[C]arta
Oh, so you want Offensive Proffesions if you want check my Emissary and Dervishes aren't Support?
P.S. Tanks^^ and also please vote!
P.S. Tanks^^ and also please vote!
Darkhell153
I didn't mean offensive classes either!!!!! Jesus!!!! I meant classes that are evil!!! Like hte necro is an evil class!!!!
Darkhell153
I didn't mean offensive classes either!!!!! Jesus!!!! I meant classes that are evil!!! Like hte necro is an evil class!!!!
Darkhell153
I didn't mean offensive classes either!!!!! Jesus!!!! I meant classes that are evil!!! Like hte necro is an evil class!!!!
[M]agna_[C]arta
Quote:
Originally Posted by Darkhell153
I didn't mean offensive classes either!!!!! Jesus!!!! I meant classes that are evil!!! Like hte necro is an evil class!!!!
|
[M]agna_[C]arta
Please don't Spam
[M]agna_[C]arta
Added Rejuvinating Skills^^...
Undressed
Crossbows need to have a more stable damage range than 8-29 and come with more "inherent armour penetration" than hornbows, yet with a slower fire rate. Generally they should be the most feared physical range weapon. That's what Crossbows were feared for after all.
Phoenix Tears
hmm, what should that be, a clone out of Ragnaroks Soul Linker and Gunslinger oO ?
medievil yes, but crossbows dont fit GW eather ... GW plays in a timeline, of like Anno 1200 thats a time age, where it gave only BOWS, real crossbows came much later, around 1400. and even when implementing, this weapon would fit a ranger more, no need to make extra a new class for crossbows
class idea is nice, but other weapon, at example giv it a whip and a bit more defense (70) finish, the picture of the female armor example would sure look good too with a whip in her hand ^^
medievil yes, but crossbows dont fit GW eather ... GW plays in a timeline, of like Anno 1200 thats a time age, where it gave only BOWS, real crossbows came much later, around 1400. and even when implementing, this weapon would fit a ranger more, no need to make extra a new class for crossbows
class idea is nice, but other weapon, at example giv it a whip and a bit more defense (70) finish, the picture of the female armor example would sure look good too with a whip in her hand ^^
[M]agna_[C]arta
added new pics.
[M]agna_[C]arta
Implemented Emblem
Those Icons/Avatars for a Proff.
Like the Derv the Emblem are Two Moons.
Like the Monk the Emblem is a Light Blue Ankh.
Those Icons/Avatars for a Proff.
Like the Derv the Emblem are Two Moons.
Like the Monk the Emblem is a Light Blue Ankh.
[M]agna_[C]arta
Function Section Improved^^!...
Master Ketsu
Quote:
Originally Posted by [M]agna_[C]arta
Wow, thats last post turned me to Frost-Gate Guardian^^.
|
[M]agna_[C]arta
No the title Frost gate guardian I am now lions arch merch^^.
[M]agna_[C]arta
Racial Availabitily Implemented^^!...
[M]agna_[C]arta
New Pics ^^!...
System_Crush
You asked me to post so here goes;
First of all your primary does nothing untill level 8, that is not great but acceptable if there where some great skills in it, so far there are 7 skills in it that might be usefull to a secondairy, and nothing else.
It needs much more reward for putting points into it.
Though if this was ever implemeted, my MM and every other I guess, would have a sealer secondairy to raise their death magic by 1.
Crossbow, it does not fit that well into GW, but I'm nog gonna b**ch as I like them in other games and somehow the skills you've put up appeal to me.
Energy battery is good, but not as a non primary. Classes have a confined energy, if you want to use a really costly energy build, you should not be able to maintain near infnate energy with a skill like signet of rejuvenation.
(imagine an elle spamming SF untill he was below 50% energy(still has 40 energy left, casts seal of rejuvenation on himself and continues spamming to nver reach more than 50% energy, when the seal recharges he also casts it on another ally to maintain energy regen on them indefinatly too; ele's can maintain energy exelently right now but it requires 3 skill slots not just 1)
This could be balanced by just adding, ends when you use a skill. in that it would look a lot like the monk's energy regen giving skills.
My point is not that there can't be blanced battery skills, it's that there can't be enough different blanced battery skills to fill an atribute with.
If you mean they are maintained enchantments that the target can end when he wants to instead of the caster than say so. this way the description is vague.
(also that seems like a pain, to not be able to end your own maintained enchantments)
How are you countering a 4 wall set up to trap enemy PvP team inside the area of effect of a fire storm+roghot's invocation spam?
We can already lock a foe's skills 1 by 1 what makes this different?
Unbelivably overpowered, imagine how much damage could be done when you lock shiro or the lich king's skills for that time(never finished nightfall, bad me, but that boss too if its alone in a room and drops greenz) or the enemy monk in PvP.
GW is all about skills, taking away all a foes skills is taking away his/her ability to play, lock 1 skill ok, lock your own skills ok.
But locking all a foes skills making them unable to do anything is just wrong.
Perhaps it could be balanced if all your own skills are locked for longer, but still I do not think it would be fairly usable.
The class has many flaws, and the interesting stuff is not really worked out very well. I'd say its function could be nice;
that being rune replacement & shutdown (and ranged pressure too, which is probably 1 function too many, or at least its not diferent enough from ranger)
But you went at shutdown all wrong, energy denial and skills prevention/restriction we already have, you should think of some ways to do it different from meshmer.
First of all your primary does nothing untill level 8, that is not great but acceptable if there where some great skills in it, so far there are 7 skills in it that might be usefull to a secondairy, and nothing else.
It needs much more reward for putting points into it.
Though if this was ever implemeted, my MM and every other I guess, would have a sealer secondairy to raise their death magic by 1.
Crossbow, it does not fit that well into GW, but I'm nog gonna b**ch as I like them in other games and somehow the skills you've put up appeal to me.
Energy battery is good, but not as a non primary. Classes have a confined energy, if you want to use a really costly energy build, you should not be able to maintain near infnate energy with a skill like signet of rejuvenation.
(imagine an elle spamming SF untill he was below 50% energy(still has 40 energy left, casts seal of rejuvenation on himself and continues spamming to nver reach more than 50% energy, when the seal recharges he also casts it on another ally to maintain energy regen on them indefinatly too; ele's can maintain energy exelently right now but it requires 3 skill slots not just 1)
This could be balanced by just adding, ends when you use a skill. in that it would look a lot like the monk's energy regen giving skills.
My point is not that there can't be blanced battery skills, it's that there can't be enough different blanced battery skills to fill an atribute with.
Quote:
Soul Link System -This is a new System which amplifies allies fighting abilities. While target ally maintains this The Sealer suffers lost of 1 energy pipe. |
(also that seems like a pain, to not be able to end your own maintained enchantments)
Quote:
Barrier System -This is a New system which creates obstructs which changes the terrain of the field and protecting allies from projectiles or so. |
Quote:
Seal Spell System -This new system disable target foes from enabling and accessing from skills. |
Quote:
Seal Spell -Seal Spell, 10e|11/4c30rr : Target touched foe's skills are disabled for 5-9 seconds. |
GW is all about skills, taking away all a foes skills is taking away his/her ability to play, lock 1 skill ok, lock your own skills ok.
But locking all a foes skills making them unable to do anything is just wrong.
Perhaps it could be balanced if all your own skills are locked for longer, but still I do not think it would be fairly usable.
The class has many flaws, and the interesting stuff is not really worked out very well. I'd say its function could be nice;
that being rune replacement & shutdown (and ranged pressure too, which is probably 1 function too many, or at least its not diferent enough from ranger)
But you went at shutdown all wrong, energy denial and skills prevention/restriction we already have, you should think of some ways to do it different from meshmer.
[M]agna_[C]arta
Quote:
Crossbow, it does not fit that well into GW, but I'm nog gonna b**ch as I like them in other games and somehow the skills you've put up appeal to me. |
Quote:
Energy battery is good, but not as a non primary. Classes have a confined energy, if you want to use a really costly energy build, you should not be able to maintain near infnate energy with a skill like signet of rejuvenation. (imagine an elle spamming SF untill he was below 50% energy(still has 40 energy left, casts seal of rejuvenation on himself and continues spamming to nver reach more than 50% energy, when the seal recharges he also casts it on another ally to maintain energy regen on them indefinatly too; ele's can maintain energy exelently right now but it requires 3 skill slots not just 1) |
Quote:
This could be balanced by just adding, ends when you use a skill. in that it would look a lot like the monk's energy regen giving skills. My point is not that there can't be blanced battery skills, it's that there can't be enough different blanced battery skills to fill an atribute with. |
Quote:
If you mean they are maintained enchantments that the target can end when he wants to instead of the caster than say so. this way the description is vague. (also that seems like a pain, to not be able to end your own maintained enchantments) |
The only similarity is paying 1 energy pipe.
Quote:
How are you countering a 4 wall set up to trap enemy PvP team inside the area of effect of a fire storm+roghot's invocation spam? |
An i'll nerf it ltr or tom.
Quote:
We can already lock a foe's skills 1 by 1 what makes this different? Unbelivably overpowered, imagine how much damage could be done when you lock shiro or the lich king's skills for that time(never finished nightfall, bad me, but that boss too if its alone in a room and drops greenz) or the enemy monk in PvP. GW is all about skills, taking away all a foes skills is taking away his/her ability to play, lock 1 skill ok, lock your own skills ok. But locking all a foes skills making them unable to do anything is just wrong. Perhaps it could be balanced if all your own skills are locked for longer, but still I do not think it would be fairly usable. The class has many flaws, and the interesting stuff is not really worked out very well. I'd say its function could be nice; that being rune replacement & shutdown (and ranged pressure too, which is probably 1 function too many, or at least its not diferent enough from ranger) But you went at shutdown all wrong, energy denial and skills prevention/restriction we already have, you should think of some ways to do it different from mesmer. |
I'll try to follow that I'll fix it tom^^.
System_Crush
Quote:
This is not a maintained enchantment this is a "Soul Link Spell"^^. The only similarity is paying 1 energy pipe. |
Oh well, yes the timed enchantment that costs extra energy in the form of reduced regeration does make sence I guess, so you would still need to need soulreaping to maintain your energy for the summoning of lvl 19 horrors.
Hmmm, abilety to increase the potency of magic on self and others, and use pets for combat.
" CI plz! "
" VEND "
" ty "
" yw "
Quote:
I think I get your point but still not sure if it is what it seems can you summarize^^. |
A battery is cool, few people chose to play one, but they can still be very usefull.
(instead of making better batteries Anet nerfed my Unplug build, grrrr)
But a battery is problematic as somethings are meant to make you run out of energy.
A battery attribute would automatically also battery for the sealer, if you have 16 rejuvenation you would never run out of energy.
Never really running out of energy regardless of what you do is bad.
very bad.
very very bad.
For this reason the necro's abilety to battery is limeted by all their battery skills sacreficing 15% or more health, or well of power requiering a corpse, also most of the skills are elite.
Mesmer energy gain skills are all self only, and they also have a recharge longer than it takes for you to use up the energy.
My point is that battery skills come at a price, while Rejuvinating Epiphany pays plenty, the death of an ally actually allows for something more powerfull.
Seal of Rejuvination is overpowered, you do not nearly pay the price of its possible effect.
The problem is that the rejuvenation atribute would be full of energy skills,
we have had no attribute full of energy skills,
it would make energy management easy,
too easy IMO(hence I think a attribute full of battry skils can only be overpowered)
I hope that was more clear.
Quote:
How are you countering a 4 wall set up to trap enemy PvP team inside the area of effect of a fire storm+roghot's invocation spam? |
By the way your crossbow picture is a shotgun.
[M]agna_[C]arta
Crossbow Mastery Deleted^^......
-Something made me Hate/Dislike it^^.
Gate Magic Implemented^^!....
Crossbow Deleted^^......
Staff, Wand and Focus Implemented^^!.....
-Something made me Hate/Dislike it^^.
Gate Magic Implemented^^!....
Crossbow Deleted^^......
Staff, Wand and Focus Implemented^^!.....
[M]agna_[C]arta
CC completed^^!...
But I would still listen to you're comments of improving
P.S. I hate flames.
But I would still listen to you're comments of improving
P.S. I hate flames.
[M]agna_[C]arta
Monster Cards Implemented^^!...
Card Spells Implemented^^!..
New Skills Implemented^^!..
Bearer's Insignia Improved^^!..
Card Spells Implemented^^!..
New Skills Implemented^^!..
Bearer's Insignia Improved^^!..
FelixCarter
Quote:
Originally Posted by [M]agna_[C]arta
Soul Linking(Primary)
-For each 8 ranks of Soul Linking, You gain +1 Energy Pipe, Specializes in Strengthening you and your allies. |
j/k >.>
I think +1 Pip in iteself is VERY powerful. In the end, a Sealer with 16 in Soul Linking would have 6 pips. More than ANY other class in GW.
Istead, maybe make all thier small skills cost less energy, and make them start with 2 pips?
I have no sense of this "balance" of which you PvPers speak of, so take my suggestion with a grain of salt.
Quote:
Originally Posted by [M]agna_[C]arta
Gate Magic
-Specializes in Teleporting, Creating Portals or Entering Worlds. |
Quote:
Originally Posted by [M]agna_[C]arta
Seal Magic
-Specializes in Protecting, Conjuring Barriers, Capturing Monsters and Disabling Skills. |
Monks are gonna be pretty useless when GW:EN/GW2 drops in on us. u_u"
Maybe my Aeris can get a job as a Xunlai... >.>
I can see it now... "Monk lfg for Masters! I can carry all your shit and open your storage during the mission! Please, for the love of the five gods, someone party me. I'm so poorly rendered. >.<"
Quote:
Originally Posted by [M]agna_[C]arta
Rejuvenating Magic
-Specializes in Restoring your Allies' Energy and Energy Management. |
As for the skills, they're pretty chill as well. I just skimmed through them, but I'll check it later tomarrow or something. Keep it up! I like!
[M]agna_[C]arta
I dont find you're point and I dont understand you.
Except Soul Link is Overpowered.
And that's why the effect of Soul Link is like that cause of Soul Link Skills.
Except Soul Link is Overpowered.
And that's why the effect of Soul Link is like that cause of Soul Link Skills.
System_Crush
Monster cards?
Well... actually...
"I would not play GW if it had monstercards!"
there I said it.
Sorry but I think it is a horrible idea, while making a game about a very different type of game can work out perfectly, it also can destroy the believability setting and lore.
I do not feel monstercards would help the GW setting in anyway.
Other than that I like the new sealer, gates and warping is cool.
You should refine it a little more;
Instead of a monster card you could make some kind trap gate, that activates when a foe steps on it.
One point though, there should not be involuntary point to point transportation.
When you move a foe it should not be predictable where it will end up because then you could force it into a trap.
When a foe chases after you into a gate and you placed a trap on the other side of the gate it is his one fault. When you cast a spell on a foe that makes it teleport where it goes should always be kind of random.
I like it better this way, it is more balanced and fitting, I would defiantly like a sealer secondary on my MM.
Does it require exactly 25% energy? Or is that ally reset to 25% or did you just forget to put less than there?
Oh! now I get it :P
Lastly we already have a target type spirit, theres a whole bunch of skills that have a different effect if target is a spirit or not.
It would be really confusing if there was such a big difference between spirit creatures and spirit form creatures.
You should keep spirit form and make it like spirits(immune to all effects(good and bad) that have a duration)
And make another form that does the immune to normal damage thing.
It's definetly improved, keep it up.
Well... actually...
"I would not play GW if it had monstercards!"
there I said it.
Sorry but I think it is a horrible idea, while making a game about a very different type of game can work out perfectly, it also can destroy the believability setting and lore.
I do not feel monstercards would help the GW setting in anyway.
Other than that I like the new sealer, gates and warping is cool.
You should refine it a little more;
Instead of a monster card you could make some kind trap gate, that activates when a foe steps on it.
One point though, there should not be involuntary point to point transportation.
When you move a foe it should not be predictable where it will end up because then you could force it into a trap.
When a foe chases after you into a gate and you placed a trap on the other side of the gate it is his one fault. When you cast a spell on a foe that makes it teleport where it goes should always be kind of random.
I like it better this way, it is more balanced and fitting, I would defiantly like a sealer secondary on my MM.
Quote:
Seal of Rejuvenation -Rejuvenation Seal, 15e|1c|15r : You lose all energy and 10% health and Target Ally with 25% energy Gains +1-3 Energy Pipes. Until target ally or caster builds 50% Energy. |
Quote:
You lose all energy and 10% health and Target Ally |
Lastly we already have a target type spirit, theres a whole bunch of skills that have a different effect if target is a spirit or not.
It would be really confusing if there was such a big difference between spirit creatures and spirit form creatures.
You should keep spirit form and make it like spirits(immune to all effects(good and bad) that have a duration)
And make another form that does the immune to normal damage thing.
It's definetly improved, keep it up.
[M]agna_[C]arta
Nvming, the Monster Cards,
Seal of Rejuvination requires 25% energy I need to add there or below^^.
I forgot about Skill affected by Spirits yeah I'll add that^^.
Seal of Rejuvination requires 25% energy I need to add there or below^^.
I forgot about Skill affected by Spirits yeah I'll add that^^.
Mordakai
Soul Linking is so powerful I wouldn't give it any skills.
Of course, if you've been reading my posts, you know I detest Energy gaining Primaries, and Battery classes in general, so...
I will say this. I like the Idea of Portals (maybe THAT should be primary).
Keep working on it, it has potential. (I also think it would be cool if there was a chance strange things could come OUT of the Portal. Sometimes they would help fight, sometimes they would fight you. I don't know how balanced that would be, but it's a fun idea anyway!)
Of course, if you've been reading my posts, you know I detest Energy gaining Primaries, and Battery classes in general, so...
I will say this. I like the Idea of Portals (maybe THAT should be primary).
Keep working on it, it has potential. (I also think it would be cool if there was a chance strange things could come OUT of the Portal. Sometimes they would help fight, sometimes they would fight you. I don't know how balanced that would be, but it's a fun idea anyway!)
[M]agna_[C]arta
Nerfed Soul Linking^^!...
Dean Harper
Hmmm, i dont like the increasing of attributes idea, thats too overpowered, but i do like the rift idea. It would be interesting to have a skill that allowed you to move somewhere for a short period of time and then automatically put you back where you were, it that is wat you mean by that. Anyway, I like the idea, but they kind of look a little like mesmers, dont they?
Pwny Ride
I do love the concept alot. I play Flyff, and i have an Elementist on it, i love their clothing, so i agree 110% on how they should look.
HOWEVER, when i look at a class, i always look for, not only self defence options (which is what i love about this concept), but how effective they are at taking down an enemy, whether it be with raw damage, spike or shutdown.
So far killing seems to be where the concpet faulters, but this can be improved on.
an idea i have is in fact~
People should be aware of the affcts of the 'Gravity, Graviga and Gravigra' spells in the Final Fantasy series, most notabely XII. Seal magic could specialise in manipulating gravity, which can cause damage one way or another (gravity pressure).
I would also like to see it slow down enemies, or even cause them to be unable to block and unable to use a stance, where it would shine as a counter for the many stance spammers (stance RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs as we call them )
I do hope some of my ideas contributed, even marginally. Ill be keeping watch, i really like the concept. This is a profession that i could see working well with a Mesmer secondary, vice versa.
HOWEVER, when i look at a class, i always look for, not only self defence options (which is what i love about this concept), but how effective they are at taking down an enemy, whether it be with raw damage, spike or shutdown.
So far killing seems to be where the concpet faulters, but this can be improved on.
an idea i have is in fact~
People should be aware of the affcts of the 'Gravity, Graviga and Gravigra' spells in the Final Fantasy series, most notabely XII. Seal magic could specialise in manipulating gravity, which can cause damage one way or another (gravity pressure).
I would also like to see it slow down enemies, or even cause them to be unable to block and unable to use a stance, where it would shine as a counter for the many stance spammers (stance RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs as we call them )
I do hope some of my ideas contributed, even marginally. Ill be keeping watch, i really like the concept. This is a profession that i could see working well with a Mesmer secondary, vice versa.